Players, Alts, and Zombies

From Redwall MUCK Wiki


This page discusses the ways in which new players join the game and make additional ("alternate") characters or zombies.

By: Brian Jones (aka Otter)

Part of the Management Series.

Introduction

This page discussions various policies used to bring new players into the MU.

This is not about the marketing or attracting of players! If I had any advice

on how to actually generate new player interest the page would melt from

MU users accessing it!

Instead, this page focuses on two things: the process of converting those

people who wish to play into active members and handling the cases where some

people want more than a single "point of view" character.

The Challenges

The challenges that face the management of any game in regards to players are

these:

  1. acquiring and retaining good players
  1. avoiding and removing problem players
  1. avoiding players who don't cause problems but who add no value

It's in solving these challenges that the staff forms policies on player

admissions.

The Basic Approaches

There are four main approaches to bringing new players into a MU:

  1. Players simply create themselves

In this approach, there may not even be guests at all. It's common for the

login screen to allow new players to join right then and there as simply as

"create name password-chosen". The players on these sorts of games have no

validation of anything and are free to do as little or much as they like to

decorate themselves.

 

  1. Players create themselves after providing required (and software

validated) information

This approach typically uses a guest login and then allows players to run

in-game programs to setup their new character. Then, they invoke an in-game

command to create themselves. At this point, they've required no interaction

with anyone and now have the standard privileges of membership.

 

  1. Players are created by an authorized person (staff or wizard or

player with permissions) after verifying that provided information is

sufficient and appropriate

With this approach, players do the setup of their character, but they are

provisional until someone else enables them. This may have them create a "g.Character"

or simply delay conversion from GuestN to Name.

The key to this approach is that someone must be authorized to approve new

players that join after those players have done the setup work themselves.

 

  1. Players submit an application that goes through a process before they

are allowed to become official

This is the most formal of all the approaches. A candidate player goes

through an application process, which may include interviews, sample

role-plays, references, and the like. The site's goal with an application

process is to ensure that new members are going to be good fits with their

game's mission and players. Often, after the application is approved, a new

member is considered to be provisional and certain in-game events (or the

passage of time with no complaints) must occur before full membership is

achieved.

There's variations on these, and there's not "hard" lines between them. For

instance, some games with applications allow an authorized person to approve a

guest into a g.Name, and then they start the application process. Like

any sub-division of a spectrum of choices, there's artificial breaks. However,

this range of choices captures all the examples I've experienced.

Policy Decision Criteria

In choosing how to manage the admissions process, it must be determined what

represents an ideal player. This sounds obvious, but it's neither easy nor often

consciously thought about.

For instance, is it desirable that all new players be competent role-players?

What a silly question! Of course it is! Right? Well...

In fact, many MUs don't have a role-play focus, or a minimal RP focus at

best. Some exist as social centers for groups of friends, for instance. There's

no over-arching storyline, theme, or genre that those people would role-play

within.

Some MUs are thematic and role-play is the entire purpose of the system. So,

they'd certainly want only competent role-players at least, right? Well,

again... If a MU is based on a movie or set of books, it's acting more like a

fan-club than a role-play system. In that case, while role-play may be a huge

portion of the system, they welcome new members who don't know how to role-play

at all but who love the books/movie/whatever. They are willing to teach

role-playing if the people are willing to learn.

The systems with the more formal admissions processes are well suited to

filtering players based on their experience and abilities. This for instance

would allow them to verify that any candidate have the desired competency in

role play, as well as good grammar, spelling, and so on. The more strict the

filtering, the fewer candidates will be approved, and the slower the systems

will grow (if they grow very large at all).

These formal systems often have extraordinary RP logs posted. Their selection

process is an excellent tool to restrict the membership.

The downside of the process is that they lose many players who might have the

skills and abilities but refuse to submit to the procedure. This may be a lot

more common than people realize; it may not matter, though. The MUs that value

their results are willing to give up players who won't accommodate their

methods.

Many times, what's needed is a fairly minimal level of competency. It's OK if

someone doesn't know anything about MUs, but they need to be willing to fit in.

In these situations, an application process might be excessive, but you want to

be sure people are willing to read and follow basic directions. And you want the

means to prevent clearly destructive people from getting in. This is when having

an authorized person "check over" and approve a new player becomes a useful

approach.

The candidate still has to perform some amount of effort, and there's still a

human in the loop to approve them, but it's much less onerous than a full

application system. The downside of this, of course, is that if there's nobody

online who can do the approval, you are going to lose the player.

This brings up a key issue to all the human-mediated approaches: they require

staffing to work. If it takes three weeks to process an application because your

staff is busy, you're going to lose a lot of players who pass your application

and then aren't interested anymore by the time you get back to them. If you

require someone be online to approve a guest, and there's nobody online, you

will NOT gain characters during those periods.

Not only do you have the problem of time and online availability, you have

the issue of choosing people to evaluate the applications and guests. This can

become a serious challenge. The gatekeeper staffers can perform two major

mistakes: they can block reasonable applications and they can allow unreasonable

ones. You'll need to careful supervise your gatekeepers to be sure they're being

consistent with your policies. And you'll have to remove those who aren't (an

always unpleasant experience).

In many cases, the system doesn't need serious approvals at all. In a purely

free-form system, just joining at the welcome screen might be sufficient. Most

free-form systems though want a few basic pieces of information (like email

address, gender, species, etc.) so they provide a setup program that the guest

runs and at the end the guest can create themselves.

This approach has the advantage of allowing the game to grow even when it's

empty. People who seek to play right now can do so.

The problem with skipping human-mediated approval is that it's very easy for

the system to be abused. The email addresses could be false. The characters

could come on and stay only line enough to cause problems. This possibility is

very real; it's not paranoia on the part of staff to fear "trolls" or the like

to join a normally fun and friendly system.

The systems that have easy membership often have a period in which the player

is limited in permissions to give the others a chance to object. This provides

the ease of joining and the safety of human mediation. It's why some systems

have the "g.Name" period in which a character is provisional. A troll can come

on, but they can only do limited harm for a brief while.

The ability to remove a trouble-maker rapidly (or at least to restrict them

to the point of harmlessness, such as being able to suspend them pending review

of others) is a necessary facility to staff on a system where there's easy

creation of new players.

A reasonable thing to ponder is whether the likelihood of problem players is

greater than the loss of good new members because of non-availability of

authorized staffers. There's no right or wrong answer, but it's a way to help

decide whether an open admission policy is feasible in your case or not.

The above discussion is related to a new member's first character.

However, if that member enjoys the game, they often want other characters.

Alternate Characters (or "Alts")

Alts have been the subject of many debates, in-game programs, policies, and

serious arguments. This section hopes to take some of the fire out of the topic

and address the issues so your policies can reflect what suits your game best.

Types of Alts

The main types of alts are:

  1. public alt

In this case, it's expected that everyone (both staff and non-staff players)

know who the other characters are that the player controls. This is the case

when lists of players by email address and their characters are published,

for instance. And also when players have web-pages where they list their

alts.

The key aspect of a public alt is that there is nothing to hide from anyone.

 

  1. private alt

Here, the player running multiple characters doesn't want other players to

know what characters are controlled, but keeps the staff informed.

The key aspect of the private alts is that the player doesn't want

non-staffers to know which characters are really controlled by the same

player. This can be for any number of reasons (good and bad). But since the

staff "knows" about it, it must have been approved.

A minor point: it's nearly impossible over time to prevent players from

recognizing styles and discovering the private alts. This is so likely that

private alts are almost always exposed in hours to days of regular use.

 

  1. secret alt

In this case, the player doesn't want even the wiz-staff to know that the

characters are controlled by the same player. This is almost always a way

around some kind of rule, ban, or quota. To effectively fool the wizards,

the player typically connects through other proxy systems.

Like private alts, these are very hard to maintain for more than a few

hours. However, if the purpose is just to artificially increase quota (each

"player" gets a certain quota, so more accounts, more quota) then the

character won't be RPed with anyway and can avoid giving away identity.

When the alts are public or private and managed by staff the staff at least

doesn't have complaints per-se. Whatever the policy is (limit alts, alts only

with permission, etc.) the policy will be followed without trickery or deceit

There's a common belief that players "can't handle" more than a small number

of alts and that this causes some of the characters to be basically cardboard

shallow and played poorly if ever. This is often true, but it's not always true.

If there's a player on the game that has 20 alts and they all get used regularly

and well, there's no real concern here. But, many policies limit the number of

alts to prevent the pathological case of someone with hundreds of characters

that only sign on once a day for 1/2 second to avoid being destroyed for

non-use.

If a staff decides to make the policy more flexible, instead of limiting the

number of alts, they can add to the policy "with additional alts as authorized

by the staff." This way, someone who clearly can run many alts will be granted

permission to do so inline with documented policy. If someone else wants more

and gets turned down, they can cry "favoritism!" (and possibly be right) but at

least they can't cry "special case!" because the rules expressly allow

increasing the quota with permission.

When a system has a quota that is per-character, alts will serve the effect

of increasing that quota unless the system provides the alts with no additional

quota. If the goal is to increase quota, it's better to have a policy that

allows productive building players to request more quota than make alts for the

purpose of gaining more quota. If you see players making alts not to play them

but to use them for some other purpose (like more quota) then consider solving

the real problem instead of using alts as a means to get around it.

Another common use for public alts is to hold land that is shared by many

players. In this case, the alts often have either a shared password (bad, but

the only way on some systems) or a controls-lock that lets people on a list work

as if they where the alt. In either case, this is a clear artifact of the

way MUs manage ownership. This should not be counted as a "rules" work-around

when players seek alts to use this way; it's just players working within the

nature of the server. Often, staff uses these sorts of alts to avoid wizards

owning all the lands and programs as well.

Most of the negative connotations of alts involve secret alts. Specifically,

the reasons people make secret alts almost always tend to generate issues that

the staff must deal with. For instance, if a secret alt is made to get around

quota, then when the players discover the identity of the secret alt, they

complain (rightly) that such-and-such a player is getting around the quota

they have to live with. Or, a secret alt may be used to page "You sux0r!"

messages thousands of times to a player they don't like (ah, client-side

scripting is such fun). Until, eventually, the wizards boot/banish/toad them.

Anytime secrecy is involved, there's almost always going to be a negative

attached at some future point and secret alts are no exception.

Hopefully, by clearly distinguishing the types of alts (public, private, or

secret) the players who want public or private alts can be supported without

causing stress or confusion to the wizard staff.

So, when formulating an alt policy, consider:

  1. Whether to allow alts at all

In some systems, the decision may be that no alts are allowed or needed.

This is typically the case if the system stresses zombies instead, for

instance (see next section).

 

  1. Whether to restrict the number of alts

Some systems don't care about alts at all, so they don't restrict them.

Others want to track alts and use a restriction as a way to keep the

bookkeeping work down.

 

  1. Decide whether to allow exceptions so that some can have more alts

If you have alt restrictions or quotas, providing a way to grant exceptions

without special-casing the rules is a nice way to avoid complaints and make

clear to players that if alts are used well then you don't mind

letting them use more.

 

  1. If the staff tracks alts, determine if the alts should be public or

private

As long as the staff knows who the alts are, the staff needs to know (and

the players need to know) if the alts will be published and the staff refer

to alts, or if the alts will remain private/privileged knowledge and the

staff will not divulge who the alts are. If there is no policy, then the

staff should default to "protect the privacy" and not tell anyone who is an

alt of whom.

 

  1. Describe what the consequences are for secret alts

It's really wise regardless what your policies are for legal alts to specify

that secret alts are not welcome and what will happen. For instance, on

Redwall, if a player is banished, all their alts are banished and they

aren't allowed to make more characters. That's documented. That way, when I

am forced to carry out removal they can't say "But this character

didn't do anything!" (I know, they say it anyway but at least I can

refer to the policy and end the argument).

Sometimes, the player really doesn't need an alt. They just need a side-kick,

or perhaps they want villain they can vanquish (and let die!) or they need to be

in a room offering help. If all they need is a quick character that can be

someplace else, a zombie is a great alternative.

Zombies

Many people have limited experience with zombies. Zombies are objects that

are set to be controlled with the "force" MUF primitive, "@force" command, or

"{force}" MPI expression and which transmit to their owner whatever things they

see. Basically, they do what characters do only without having a password. They

only work properly when their owner is awake.

Zombies aren't as flexible as alts; they don't own things (since they are

things) though they have access to what their owner owns. And the zombie (like

all objects) exposes the owner with basic examine commands, so zombies are

useless for secrets. Some games include zombies in reports such as where or who,

but most don't. As such, zombies also provide the means for people to explore

without showing themselves moving. In that sense, zombies can act

surreptitiously even though they aren't in secret.

Since zombies are just objects, they don't have to be given the same

tender loving care that a character gets. Meaning, it's reasonable to make

zombies so they can be killed. It's one of the few ways to allow permanent

effects without causing players to lose their characters.

As such, zombies are a good alternative for a horde of bad guys for the

heroes to kill, or for animals that can be hunted. And for the programmers among

us, they are good things to build AI controls into for very special effects.

Zombies have some downsides. They are often left laying around by people who

like to "keep an eye" on places. As such, you'll sometimes see zombie stones,

logs, etc. These are basically spy objects; they are usually forbidden by

wizards except in places owned by the spy's owner. In this way, owners can build

special effects. But, when you see random objects that can send back to their

own things that are happening, they're often trying to be hidden.

Expressly making policy that zombies should not be used at all for spy

objects, or even writing the code so that look always shows zombies in the list

of players in a room (thus making them very obvious rude spying objects) is

feasible. If the only reason to consider forbidding objects is because of

spying, that should be worked past with code and policy.

Sometimes, players end up with lots of zombies and they leave their character

in a small room out of the way; essentially becoming a puppet-master instead of

a player. While this is a bit extreme, as long as the zombies are being used

reasonably, it's really no different than someone with lots of alts. So, the

discussion on alts and proper use of alts can be applied to zombies as well.

Zombies do present security risks when people get clever. For instance, some

people make shared zombies by using force-locks and common MPI. This works, and

the effects can be interesting. But, it's very easy to be abused. If a player

can force another player's zombie, that player could use the zombie for instance

to destroy everything owned by the owner! That would almost certainly generate a

complaint to the staff. However, the player who so abused the zombie probably

didn't break any rules, because the permission to use the zombie was

explicitly granted. Thus, it would be wise to remind people that zombies act

with the permission, rights, and responsibilities of the owner,

regardless of who is controlling them.

Whatever the standards are for characters, such as species or quality and

style of descriptions, should be applied to zombies as well. Since zombies

act like characters, they should be given the same attention to detail as

characters. Even if they're going to be horrible killed by a werewolf in two

hours, they should have a better description than "You see nothing special."

When you need "extras" (in the Hollywood sense of a bunch of people to fill

out a set) consider zombies. Even if the decision is not to let players create

and run zombies, they are a great aid for the staff in making targets and

victims, canon-fodder and damsels in distress.

Conclusion

Your worlds are populated by players and zombies. Some of the players may be

run by the same person as alts. Make sure that your policies support the goals

of your game. If your goals are to have only exceptional role-plays with only

the best of players, you'll have different policies in acquiring new players

then if your goal is to let the new players jump right in and start making

mistakes.

Whatever you choose, be certain to train your staff at the least on welcoming

in new players and helping them get involved. First impressions do matter, so

make sure your staff and players provide a good one!


Created by Otter

Last modified 2006-10-10 09:30 PM